X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

Rakaydos,

What are you using for the AI cards?

Also for my group, I am doing the unique pilot abilities up as ept's. However I an using generic titles because it felt weird calling a card "Chewbacca's pilot skill."

https://boardgamegeek.com/image/2793124/star-wars-x-wing-miniatures-game

Salcor

Microsoft Paint, believe it or not. It's amazing what you can do with the Select Box tool.

To bad the templates for HTC could not be uploaded into the Strange Eones program.

Did my first local test of the FO AI. We had one tricked out T70 ace, one mid level Bwing, and a rookiee T65, against 4 Tie FOs, an intercepter coming in turn 4, and 2 more FOs coming in turn 7.

The FO's slowrolled the approach, and on turn 2, on the fore flank rolled the sloop.

Once they closed to their range 2 engagement , though, they nickle nd dimed the Bwing, while the T70 rolled poorly on his Stressdroid/Eaton Vrill/Farlander/Miranda 6 die attacks and DIDNT murder the shielded evaded ties on his flank. The Intercepter came in on the Bwing's flank, and it ended up hypering out with 1 hull on turn 6.

The last 2 FOs came in on the rookiee's flank, and nailed him with double short range target locked shots while the Ace finished off the intercepter and the other FOs. The rookiee hypered out with 1 hull, and the ace cleaned up.

Did my first local test of the FO AI. We had one tricked out T70 ace, one mid level Bwing, and a rookiee T65, against 4 Tie FOs, an intercepter coming in turn 4, and 2 more FOs coming in turn 7.

The FO's slowrolled the approach, and on turn 2, on the fore flank rolled the sloop.

Once they closed to their range 2 engagement , though, they nickle nd dimed the Bwing, while the T70 rolled poorly on his Stressdroid/Eaton Vrill/Farlander/Miranda 6 die attacks and DIDNT murder the shielded evaded ties on his flank. The Intercepter came in on the Bwing's flank, and it ended up hypering out with 1 hull on turn 6.

The last 2 FOs came in on the rookiee's flank, and nailed him with double short range target locked shots while the Ace finished off the intercepter and the other FOs. The rookiee hypered out with 1 hull, and the ace cleaned up.

Did the turn 2 sloop just keep them out of the fight or was it enough to get behind someone? Since you mentioned "shielded, evaded", I assume the TIEs were out of position. Was it you that asked about adding a R2 band to the AI card. The 2 sloop is definitely a R2 + closing maneuver.

Did my first local test of the FO AI. We had one tricked out T70 ace, one mid level Bwing, and a rookiee T65, against 4 Tie FOs, an intercepter coming in turn 4, and 2 more FOs coming in turn 7.

The FO's slowrolled the approach, and on turn 2, on the fore flank rolled the sloop.

Once they closed to their range 2 engagement , though, they nickle nd dimed the Bwing, while the T70 rolled poorly on his Stressdroid/Eaton Vrill/Farlander/Miranda 6 die attacks and DIDNT murder the shielded evaded ties on his flank. The Intercepter came in on the Bwing's flank, and it ended up hypering out with 1 hull on turn 6.

The last 2 FOs came in on the rookiee's flank, and nailed him with double short range target locked shots while the Ace finished off the intercepter and the other FOs. The rookiee hypered out with 1 hull, and the ace cleaned up.

Did the turn 2 sloop just keep them out of the fight or was it enough to get behind someone? Since you mentioned "shielded, evaded", I assume the TIEs were out of position. Was it you that asked about adding a R2 band to the AI card. The 2 sloop is definitely a R2 + closing maneuver.

So I was wondering if anyone had thought of a mission that would allow you to steal a ship from the enemy? This would allow imperial players to use their preferred ships and the rebellion has a long history of installing hyperdrives into captured ships for missions.

So I was wondering if anyone had thought of a mission that would allow you to steal a ship from the enemy? This would allow imperial players to use their preferred ships and the rebellion has a long history of installing hyperdrives into captured ships for missions.

In the Scum campaign that I'm developing, you can capture ships. The mechanics will need some testing. Essentially if a ship is brought to zero hull by an ion weapon, roll a red die. On a crit, the ship is disabled and available for capture in friendly or neutral territory if all opponents are destroyed. It does not trigger often or reliably but it allows player to use the ship or sell it (I'm introducing currency).

And special mission will allow capture of specific vessel.

I like the idea of using currency in a Scum campaign. Gives something like a Mordheim feel - a band of mercenaries/criminals whose primary motivation is profit.

Are you going to have missions where owning a freighter- type ship will be an advantage? E.g. If you have a HWK-290 you can use it to smuggle the spice, otherwise you're escorting a Spice Runner?

The problem I see with a scum campaign is having everyone working towards a common goal. Each player would choose one archetype like bounty hunter or smuggler, and each archetupe has a deck that add specific subobjectives to each mission.

Salcor

The problem I see with a scum campaign is having everyone working towards a common goal. Each player would choose one archetype like bounty hunter or smuggler, and each archetupe has a deck that add specific subobjectives to each mission.

That could work, but it would be just as easy to assume that all of the players are on the same team of mercenaries, like in the Black Company novels by Glen Cook. The different mission arcs could be sets of jobs for different employers - the Empire, the Rebels, the Hutts, Black Sun, the Binayre Pirates, the Corporate Sector Authority, the Bounty Hunters' Guild, and so on. I'm thinking less "Munchkin" and more "Firefly".

You could even make the campaign more cooperative by separating XP from cash earned - XP is individual, and can be used for PS upgrades and EPTs, while cash is shared and is used for ship upgrades. That adds a bit of complexity, but ends most of the issues of players working against each other.

The problem I see with a scum campaign is having everyone working towards a common goal. Each player would choose one archetype like bounty hunter or smuggler, and each archetupe has a deck that add specific subobjectives to each mission.

That could work, but it would be just as easy to assume that all of the players are on the same team of mercenaries, like in the Black Company novels by Glen Cook. The different mission arcs could be sets of jobs for different employers - the Empire, the Rebels, the Hutts, Black Sun, the Binayre Pirates, the Corporate Sector Authority, the Bounty Hunters' Guild, and so on. I'm thinking less "Munchkin" and more "Firefly".

You could even make the campaign more cooperative by separating XP from cash earned - XP is individual, and can be used for PS upgrades and EPTs, while cash is shared and is used for ship upgrades. That adds a bit of complexity, but ends most of the issues of players working against each other.

Like you said I'm separating arcs into employers. Missions are Contracts. Currency buys ships and equip. XP is PS and EPT. You can lose your ship but keep you 'head' so skills can be saved.

It is coop because you are in same merc unit. But there is a layer of greed. Kills can add bounties in certain missions. But it also puts a bounty on your head that various factions can call in. There is random "most wanted" mission where bounty hunter representing most maligned faction comes after player with most kills (strike AI).

So I'm hoping the is some cut throat aspects while the players works towards common contract goal.

I've been toying with these houserules to "scale into" Nightmare mode over the campain.

A Rebel may start with X (5 points),Y (8 points), A (9 points), B (4 points), HWK (10 points), or a pair of Z95s (2 points)

A Scum may start with M3A (10 points), Y (8 points), Illicit HWK (9 points), Illicit Z95 (13 points), Kihrazx (6 points), or Mist Hunter

At average PS4, when a scenerio calls for 3 tie fighters, replace then with 2 Tie FO fighters.

After completing (x) mission chains, all pilots can spend 10 XP to upgrade to a better craft:

Rebels can take T70, Ewing, Kwing, Outer RimSmuggler, YT2400, or two Awings. (no ghosts)

Scum can take Starviper, Firespray, Hound's tooth, Jumpmaster, Two M3As, or two illicit HWKs. (no aggressors)

At an average PS6, all non-fighter, non-bomber ships become Elite

At an average PS7, all bombers become Punishers

At an average PS8, all tie fighters are replaced with Tie FOs, 1 for 1.

At an average PS9, all random elites are Decimaters

I've found that when pilots hit PS7, they start replacing older EPTs and pilots with powerful selections of PS7 abilities. Farlander, Jake, Dash are the biggest offenders. Scaling into nightmare mode raises the threat level to match their capabilities.

Armored Gear 7 a question,

When the map has an escape edge listed for the player must they escape that way or can they jump to hyperspace as well?

Salcor

I like the idea of using currency in a Scum campaign. Gives something like a Mordheim feel - a band of mercenaries/criminals whose primary motivation is profit.

Are you going to have missions where owning a freighter- type ship will be an advantage? E.g. If you have a HWK-290 you can use it to smuggle the spice, otherwise you're escorting a Spice Runner?

Did this in my D20/XWM with a firefly feel campaign, used the repair check to allow multi-modifications (or not).

Also, torpedos, Astros etc depended if you had the astro and could reprogram them (computer use if i recall).

Edited by DariusAPB

Has anyone created AI cards for Rebel of Scum ships? I want to run a string missions against some scum pilots and having them with a couple of stolen Rebel fighters could be fun. I know that there are a couple of programs out there that will function, but I'd really like to have something to put on the table.

Has anyone created AI cards for Rebel of Scum ships? I want to run a string missions against some scum pilots and having them with a couple of stolen Rebel fighters could be fun. I know that there are a couple of programs out there that will function, but I'd really like to have something to put on the table.

I cant handle recolors, so any card I do will be imperial blue, but I can slap a z95/Kihrazx/Scyk on there and edit the maneuvers and actions just fine.

If smeone can edit the template to be red/tan (rebel) or green/brown (scum) I can make some awesome ones.

Has anyone created AI cards for Rebel of Scum ships? I want to run a string missions against some scum pilots and having them with a couple of stolen Rebel fighters could be fun. I know that there are a couple of programs out there that will function, but I'd really like to have something to put on the table.

I cant handle recolors, so any card I do will be imperial blue, but I can slap a z95/Kihrazx/Scyk on there and edit the maneuvers and actions just fine.

If smeone can edit the template to be red/tan (rebel) or green/brown (scum) I can make some awesome ones.

Pretty. Pretty please.

Dubious question:

Planning to run this thing soon, but I'm the only one with a collection and I have no debris field tokens. (The YT-2400 and Decimator just don't appeal to me.) However, being a former art major and current tradesman, I am not without my means and would like to make my own. Would anyone happen to know where I could get a file that at least has to-scale outlines of the tokens, because I can't find such a thing anywhere. (Scans would also be nice, I suppose, but I only really need the outlines.) Thanks.

Edited by Superunknown

Check the squad builders online. Some have outlines of obstacles for tournament reasons. Also, I wouldn't worry so much about being slightly off on scale, since the campaign you play is likely for fun anyway, right?

Armored Gear 7 a question,

When the map has an escape edge listed for the player must they escape that way or can they jump to hyperspace as well?

Salcor

Unless the mission has special rules that prevent hyperspace jumps (the "ground" missions do, as does "Revenge"), then Hyperspace is always an option in addition to the escape edges.

Check the squad builders online. Some have outlines of obstacles for tournament reasons. Also, I wouldn't worry so much about being slightly off on scale, since the campaign you play is likely for fun anyway, right?

Thanks; that's good advice. Also, yeah. Fun. Who cares? Anyway, really looking forward to starting the thing for real tonight. That'll be fun.

I've been working on a web helper for ship AIs: http://elistevens.github.io/xwing-hotac/ (thread here, still very much a work in progress: https://community.fantasyflightgames.com/topic/196166-hotac-tie-fighter-ai-web-helper-dont-expect-much/ ).

I'd like to add random draws for elite pilot cards. Would it be possible to get raw text data for the various elite load outs? In order to keep the site mobile-friendly, I'd rather not just get screenshots of the PDF if I can avoid it.

^^^that is excellent Grey. Reduces the steps involved.

I've been working on a web helper for ship AIs: http://elistevens.github.io/xwing-hotac/ (thread here, still very much a work in progress: https://community.fantasyflightgames.com/topic/196166-hotac-tie-fighter-ai-web-helper-dont-expect-much/ ).

I'd like to add random draws for elite pilot cards. Would it be possible to get raw text data for the various elite load outs? In order to keep the site mobile-friendly, I'd rather not just get screenshots of the PDF if I can avoid it.

Sure, the full contents of all Imperial Pilot cards are actually an excel file, which I used to do a Data Merge with the template in InDesign. I'll PM you.